FoonLudum Dare ExplorerLD55 → Numeric Summon Circle

Numeric Summon Circle

By brucezoom

View on ldjam.com

CategoryRankScoreCount
Overall2093.3624
Fun2243.2024
Innovation344.0624
Theme364.2224
Graphics2822.8624
Audio2592.5423
Humor2482.3823
Mood2942.7524

Comments

byazzle 2024-04-15 04:16

Interesting concept! It was a little bit slow to get going though, but making massive numbers was very enteraining! That character animation was delightful!

legendarypie 2024-04-15 04:46

I liked it but I'm confused at how to get the numbers to spawn seemed terribly inconsistent

lightningst 2024-04-15 04:50

Fun game, love the concept. I felt like the numbers would just slow down sometimes and I didn't understand why though

brucezoom 2024-04-15 07:43

Thanks for your comments!

@lightningst The inner nodes with different operators will have different initial production time. For example, multiplications are very slow, about 10 seconds per operation, while addition only takes 3 seconds. You can speed up different nodes with upgrades in the shop, and they will eventually reach 1 sec per operation. (I guess I should add this information to the hover tooltip.)

@legendarypie As for the inconsistent spawning, maybe you are talking about rewards. When an enemy (and your minion) dies, there will be some probability that it drops its number and gets added to your inventory. If an enemy is killed by a minion with exactly the same number, then both will definitely drop their numbers. That's how I thought would encourage players to adjust their calculations to match enemy's number instead of just building a huge number.

drgcandle 2024-04-16 05:07

Oh man, what you've pulled off by yourself is just mind-blowing, my friend! Your game is seriously impressive and so polished. These puzzles are wicked smart – hard to believe they were dreamed up in such a short time. I'm already tearing my hair out – my brain is on fire!

radjax 2024-04-16 07:53

Super great concept, had a lot of fun seeing how high of a number I could get. That big dude is still stomping around out there they say. The number spawning did seem off, when I was under capacity it sometimes wouldnt send more but other than that great work!

dardasaba 2024-04-16 07:55

I've struggled a bit to understand what was going on even with the tutorial texts, but I really like the concept of mathematical signs changing the numbers you put in!

poboy 2024-04-16 08:20

Awesome idea and I love that you build expressions on a pentagram, really interesting take for this jam. Also combines my two favorite things: math and roguelikes. I think some initial speeds on the nodes can be tweaked, it's kind of hard to react to the enemies' numbers, I found myself "pausing" via the Shop menu and working out the calculations and still not really having time to match the numbers, so maybe I'm missing something. Super cool concept so full points for innovation here and I had a lot of fun!

simontzky 2024-04-16 08:26

Pretty fun concept! I also struggled to see when the portal is open and when not.

goodwincek 2024-04-16 11:29

Really cool concept! One bug that ended my run was that LEFT CLICK also seemed to kill my units :(

And my guys were so HUGE that when I tried to click on anything in the screen (including the nodes in the sigil), it accidentally registered as clicking my unit... and yep he died so I was left undefended.

Screenshot_35.png

Really cool and unique design! Really great interpretation of 'summoning'. I like the math aspect and how overpowered you could make your units with a bit of multiplication power. It was really satisfying seeing them spawn at giant scale with huge numbers.

It was a little confusing when I first started the game — I didn't realize I had to start with the top-most node in order to produce any defenders. I think if that was glowing brighter than the others, I would have known that was a requirement to start. Took me a few Game Overs before I even realized that!

Really had fun once I got my army going, though! Until the bug I mentioned where I killed my own army by accident. The first was an accident, then the 2nd was me confirming that it was indeed a left click that killed my guy. Whoops. Things were starting to get a little crazy with the fractions going on too.

Screenshot_36.png

Really creative premise and fun game loop. I really liked watching the automatons fight each other. Excellent work!

jackofcups 2024-04-16 17:13

I thought this was hella clever. Making math fun by allowing it to murder your enemies!

denilseven 2024-04-16 17:48

I was super confused at first but when I realized what was going on I knew my mission... HUGE FELLAS.png

Jokes aside though, this is a super clever concept. Trying to collect and create the right numbers to match the enemy minions' is lots of fun, but I ended up just using the multiplication node to create huge summons - which I guess wasn't the intended play style.

I think that the waves could have clearer start/stop times to make sure you can prepare for it and make the correct numbers, because as it stands, it's very risky to sacrifice ya boys to prepare some that match.

brucezoom 2024-04-17 01:44

Thanks for playing the game and comments!

@goodwincek Sooooo sorry for the bug. I added this feature at the last moment because I realized some remainning minions from last wave may interfere player's strategy for next wave and it's better to remove them on player's choice. But I failed to test it thoroughly. Now I fixed the issue and may minion No.934(1/8) rest in peace.

@denilseven Thanks for feedbacks and suggestions. I added a count down timer before the next wave is imminent. (But I am too lazy to add a count down for the number of remaining enemies in each wave.) As for the multiplication power, I was using the low production speed as the trade-off for making large numbers but that could still not limit player's creativity in making large number and then I give up. But watching a giant kill your enemies is also a cool thing, and I don't mind players to enjoy this.

designernap 2024-04-17 20:05

Took me a few goes to get going but then it was really nice. Great entry, nice puzzle design and smart approach.

james-dunlap 2024-04-19 01:07

Took a little to figure out some of the mechanics, but overall it was a very nice and enjoyable game.

rcxa 2024-04-19 22:26

Very cool idea and great implementation! Definitely a lot of strategy here and it takes a bit to understand how best to use the summoning circle. It is a little difficult to understand exactly how everything works but you figure it out over time. Great job!

adamg 2024-04-20 00:10

This is a really neat idea, it was very satisfying to try to figure out the best way to combine the numbers together, really neat idea. The one complaint I have is that larger number units got so big that their clickbox overrode the ability to place nodes

anson-rutherford 2024-04-20 00:20

Cool game! Like how you used the summoning idea, and it's cool seeing a game focus on math. It seemed pretty easy to build minions bigger than I would ever need, but then I saw I'm supposed to be collecting gold coins by *matching* the enemies rather than just beating them? Seems like with some polish this could be a really neat fun puzzle action game. Great work!

lone-wolf 2024-04-20 01:28

I avoided looking at explanations out-of-game, and as a result, with maybe a bit of bad luck, the main mechanic of the game completely failed to click with me. I think I just needed clearer visuals on the pentagram as to what was happening. Right now I'm reminded of when I was little, wondering how clocks without a seconds hand could tell time when they needed to measure out 60 seconds before moving the minutes hand :P

Considering this is a compo game the lack of clearer/fine-tuned visuals is completely understandable though. And despite not figuring out the main mechanic I still had fun randomly trying things while summoning an army of 1s (I got lucky with an army size increase on my first game), and I was able to last for a decent amount of time with only that. Nice job!

brucezoom 2024-04-20 02:19

Thank you all for playing my game and leaving comments!

As you might have discovered, I am really pool at giving in-game guidance, especially when the game has mechanics more complicated than WASD :( I will try to come up with a better way to do that in the future.

@adamg Thanks for the feedback. That's also something troubled me, because I can't find a way to let left clicks go through these giants nor a proper way to display the nodes when a giant is standing above it. Then, I gave up and let this be a feature of these giants.

@anson-rutherford The ultimate goal is still beating enemies. You can still do that without matching numbers, but that would cause you eventually run out of ingredients (these numbers will have very low drop rate if you do not match numbers). And without gold coins obtained by matching numbers, the shop upgrades come much slower, and you might eventually be outrun by the increasing enemy spawn rate. That's what I was in mind when designing the game, but really didn't have the time to perfectly balance the system.

pabloabraham 2024-04-20 06:22

Great concept blending puzzle and survival with expression-building on a pentagram—innovative and fun! Fantastic job!